				
public void UpdateNPC()
{
	System.out.println("===========================================");
	System.out.println("        Updating NPC! Player: " + tegPlayers[cPlayer.turn].name);
	System.out.println("===========================================");
		
	int[] npcCountries;
		
	switch(cPlayer.roundType)
	{
		case INGAME.ROUND_TYPE_PUT_ARMIES:
			System.out.println("    NPC Round Type: PUT_ARMIES");
			
			npcCountries = getNPCCountries(cPlayer.turn);
			System.out.println("    Inited npcCountries");
			
			System.out.println("    Checking if npc has a continent");
			for(int i = 0; i < COUNTRY_INFO.TOTAL_CONTINENTS; i++)
			{
				if(playerHasContinent(cPlayer.turn, i))
				{
					System.out.println("        Npc has continent number " + i + ", putting continent armies");
					npcPutContinentArmies(i);
				}
			}
		break;
		
		case INGAME.ROUND_TYPE_ATTACK:
			System.out.println("    NPC Round Type: ATTACK");
			
			npcCountries = getNPCArmedCountries(cPlayer.turn);
			System.out.println("    Inited npcCountries");
		break;
	}
}

public int[] getNPCCountries(int player)
{
	int npcCount = 0;
	int[] npcCountries;
	
	for(int i = 0; i < COUNTRY_INFO.TOTAL_COUNTRIES; i++)
	{
		if(tegCountries[i].owner == player)
		{
			npcCount++;
		}
	}
	
	npcCountries = new int[npcCount];
	npcCount = 0;
	
	for(int i = 0; i < COUNTRY_INFO.TOTAL_COUNTRIES; i++)
	{
		if(tegCountries[i].owner == player)
		{
			npcCountries[npcCount] = i;
			npcCount++;
		}
	}
	
	return npcCountries;
}

public int[] getNPCArmedCountries(int player)
{
	int npcCount = 0;
	int[] npcCountries;
	
	for(int i = 0; i < COUNTRY_INFO.TOTAL_COUNTRIES; i++)
	{
		if(tegCountries[i].owner == player && tegCountries[i].armies > 1)
		{
			npcCount++;
		}
	}
	
	npcCountries = new int[npcCount];
	npcCount = 0;
	
	for(int i = 0; i < COUNTRY_INFO.TOTAL_COUNTRIES; i++)
	{
		if(tegCountries[i].owner == player && tegCountries[i].armies > 1)
		{
			npcCountries[npcCount] = i;
			npcCount++;
		}
	}
	
	return npcCountries;
}

public void npcPutContinentArmies(int continentId)
{
	
}

